5.2 PTR - Build 16618 - Spell Changes, Tier 15 Meta Mount, and More

Today's late night PTR build incorporates many of the class buffs and trinket changes Ghostcrawler has been posting about this week, such as tweaks to Rune of Re-Origination. Tuesday's posts covered ability buffs for many classes, and other PTR posts have covered dots and new trinkets as well as a general analysis of mechanics. You don't always see a PTR build bringing mostly buffs for everyone, so be sure to check the spell changes out!

Might of the Frozen Wastes: When wielding a two-handed weapon, your Obliterate deals 40% more damage, and all melee attacks deal an additional 10%20% damage.

Scourge Strike: An unholy strike that deals 130%140% of weapon damage as Physical damage plus 588633. In addition, for each of your diseases on your target, you deal an additional 25% of the Physical damage done as Shadow damage.

Penance: Launches a volley of holy light at the target, causing 1128 to 1273 (+ 124.4% of SpellPower) Holy damage to an enemy, or 7444 to 8410 (+ 76.2% of SpellPower) healing to an ally instantly and every 1 sec for 2 sec.

Shadowform: Assume a Shadowform, increasing your Shadow damage by 20%25%, reducing all damage done to you by 15%, and increasing all party and raid members spell haste by 5%. However, you may not cast Holy spells while in this form.

Dispatch: A vicious strike that exploits the vulnerability of foes with less than 35% health remaining, causing 400%460% weapon damage plus 486560 to the target. Requires a dagger in the main hand. Awards 1 combo point. Replaces Sinister Strike.

: When you land a non-periodic critical strike with a Fire, Frost, or Nature damage spell, you enter a Clearcasting state. The Clearcasting state reduces the mana cost of your next 2 damage or healing spells by 25%, increases spell damage done by 10%15%, and increases single-target healing done by 50%.

Shamanism: Increases the damage of Lightning Bolt by 50%70% and Chain Lightning by 70%, reduces the casting time of both spells by 0.5 sec, and removes the cooldown from Chain Lightning.

Hand of Gul'dan: Summons a falling meteor to strike the target and all enemies within 6 yards for 534 (+ 50%614 (+ 57.5% of SpellPower) Shadow damage and inflicting them with Shadowflame. Shadowflame Reduces movement speed by 30% and deals 876 (+ 13.7% of SpellPower) Shadowflame damage over 6 sec. Generates 2 Demonic Fury every time it deals damage.

Colossus Smash: Smashes a target for 175% weapon damage plus 2222218 and weakens their defenses, allowing your attacks to bypass 100% of their armor for 6 sec, and causes the Physical Vulnerability effect on the target. Bypasses less armor on players.

NPC Abilities

This section has not been analyzed extensively by our team but is included for people interested in seeing what has changed in these areas.View changes

Arcane Blast: Blasts the target with energy, dealing 749 to 869 (+ 77.7%726 to 843 (+ 75.7% of SpellPower) Arcane damage. Generates an Arcane Charge. Arcane Blast's damage is increased by 50% per Arcane Charge, and its mana cost is increased by 150% per Arcane Charge.

Chimera Shot - Serpent: You deal 210%315% weapon damage, refreshing the current Sting on your target and triggering an effect: Serpent Sting - Instantly deals 40% of the damage done by your Serpent Sting. Viper Sting - Instantly restores mana to you equal to 60% of the total amount drained by your Viper Sting. Scorpid Sting - Attempts to Disarm the target for 10 sec. This effect cannot occur more than once per 1 minute.

: After landing a critical strike with a Fire, Frost, or Nature damage spell, you enter a Clearcasting state. The Clearcasting state reduces the mana cost of your next 2 spells by 25%, increases your spell damage by 10%15%, and increases single-target healing done by 50%.

Crimson Wake: Anima repeatedly explodes upward from the ground in a line that accelerates toward a random target. Crimson Wake will pursue the target for up to 30 seconds. Enemy targets hit by the explosions suffer 78375 to 86625 Fire damage.71250 to 78750 Fire damage.

Crimson Wake: Anima repeatedly explodes upward from the ground in a line that accelerates toward a random target. Crimson Wake will pursue the target for up to 30 seconds. Enemy targets hit by the explosions suffer 78375 to 86625 Fire damage.71250 to 78750 Fire damage.

Diffusion Chain: Inflicts 48750 to 5125039000 to 41000 Nature damage, chaining to nearby enemies, inflicting increasing damage for each target it jumps to. When an enemy is hit by Diffusion Chain a Diffused Lightning spawns at the location.

Electrified Waters: Storm energies course through the water, inflicting 19250 Nature damage every second to all players in the Conductive Water. Increases Nature damage taken by 25%50%.

Fatal Strike: An unerringly accurate strike that disrupts an enemy target's very being. inflicting Physical damage equal to the target's maximum health. This damage bypasses armor and damage-reducing effects, though absorption shields may offer some protection.Undefended, this attack is fatal, though active defensive abilities (Shield Block, Shield of the Righteous, Shuffle, Blood Shield, or Savage Defense) will offer some measure of protection.

Fluidity: Increases healing taken by 60% and damage done by 40% to all players in Conductive Water. Increases Nature damage taken by 25%50%.

Focused Lightning: Creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 91437 to 101062121875 to 128125 Nature damage to all players within 82 yards. This orb also pulses 31350 to 34650 Nature damage to other players within 5 yards.

Focused Lightning: Creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 91437 to 101062121875 to 128125 Nature damage to all players within 82 yards. This orb also pulses 31350 to 34650 Nature damage to other players within 5 yards.

Hand of Gul'dan: Summons a falling meteor to strike the target and all enemies within 6 yards for 534 (+ 50%614 (+ 57.5% of SpellPower) Shadow damage and inflicting them with Shadowflame. Shadowflame Reduces movement speed by 30% and deals 876 (+ 13.7% of SpellPower) Shadowflame damage over 6 sec. Generates 2 Demonic Fury every time it deals damage.

Hand of Gul'dan: Summons a falling meteor to strike the target location and all enemies within 6 yards for 534 (+ 50%614 (+ 57.5% of SpellPower) Shadow damage and inflicting them with Shadowflame. Shadowflame Reduces movement speed by 30% and deals 876 (+ 13.7% of SpellPower) Shadowflame damage over 6 sec. Generates 2 Demonic Fury every time it deals damage.

Hand of Gul'dan: Summons a falling meteor to strike the target location and all enemies within 6 yards for 534 (+ 50%614 (+ 57.5% of SpellPower) Shadow damage and inflicting them with Shadowflame. Shadowflame Reduces movement speed by 30% and deals 876 (+ 13.7% of SpellPower) Shadowflame damage over 6 sec. Generates 2 Demonic Fury every time it deals damage.

Harsh Light: The caster's light beam burns so intensely that it inflicts Fire damage to all victims caught in its path. This damage is shared amongst the targets with targets further away recieving more damage unless enough targets closer to the caster obscure the light from hitting themreceiving more damage.

Item - Attacks Proc Highest Rating: When your attacks hit you have a chance to trigger Re-Origination. Re-Origination converts all of your Critical Strike, Haste, and Mastery into the highest of those three attributes for 2010 sec.

Penance: Launches a volley of holy light at the target, causing 1128 to 1273 (+ 124.4% of SpellPower) Holy damage to an enemy, or 7444 to 8410 (+ 76.2% of SpellPower) healing to an ally instantly and every 1 sec for 2 sec.

Re-Origination: Converts all Critical Strike, Haste, and Mastery into the highest of those three attributes for 2010 sec.

Re-Origination: Converts all Critical Strike, Haste, and Mastery into the highest of those three attributes for 2010 sec.

Re-Origination: Converts all Critical Strike, Haste, and Mastery into the highest of those three attributes for 2010 sec.

Scourge Strike: An unholy strike that deals 130%140% of weapon damage as Physical damage plus an additional amount. In addition, for each of your diseases on your target, you deal an additional 25% of the Physical damage done as Shadow damage.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 65 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 65 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 65 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 65 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 65 sec.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 243750 to 256250 Physical damage. Additionally inflicts 104500 to 115500 Nature damage to other players within 14 yards of the point of impact, stunning them for 65 sec.

Touch of Chaos: Unleashes energy at the enemy, causing 676 to 746 (+ 66.6%779 to 860 (+ 76.7% of SpellPower) Chaos damage and extending the duration of Corruption.

Venom Bolt Volley: Inflicts 9250 to 10750 Nature damage to all enemies instantly, and 9250 to 107504625 to 5375 Nature damage every 3 sec. for 1 min. This effect stacks.

Comments

Comment by Doriineia

Loving the Elemental buffs, 5.2 is looking pretty great for my shaman.

Comment by Myzou

on 2013-02-21T22:32:31-06:00

Hmm, I don't see the Jab mana cost increase they talked about. O_o

Comment by Gunstrong907

on 2013-02-21T22:41:58-06:00

oh god, i hope that MM hunter buff brings MM into the lead for hunter DPS. Me Gusta MM hunters! and general hunter buffs!

Comment by Slicktooth

on 2013-02-21T23:45:47-06:00

Armored skyscreamer is a meta achv mount, I don't want to live on this planet anymore.

Comment by Sallara

on 2013-02-21T23:58:36-06:00

Pretty nice death knight buffs.

Comment by jacobwx77

on 2013-02-22T00:35:58-06:00

Hmm, I don't see the Jab mana cost increase they talked about. O_o

is has allready been increased, from 6% of total mana to 8%. i have no clue how the 4% mana regain from muscle memory is going to scale with talents and gnome racial.

Comment by Wombat62

on 2013-02-22T01:07:07-06:00

oh god, i hope that MM hunter buff brings MM into the lead for hunter DPS. Me Gusta MM hunters! and general hunter buffs!

doesnt worry me if it does , I still wont play that horrible spec . BM/SV all the way :)

Comment by Zangetsufmeu

on 2013-02-22T01:56:26-06:00

"The game is too bursty! Well we should buff everyone's damage! EMAGHERD!

Comment by Deepthought

on 2013-02-22T02:19:52-06:00

Hmm, I don't see the Jab mana cost increase they talked about. O_o

is has allready been increased, from 6% of total mana to 8%. i have no clue how the 4% mana regain from muscle memory is going to scale with talents and gnome racial.

The same way everything else scales, probably?

Comment by Interest

on 2013-02-22T03:22:19-06:00

Those mounts look like a Nether Drake mated with a Proto-Drake, then a dinosaur wanted to join in.

Comment by RageZero

on 2013-02-22T03:46:30-06:00

Those Blue and Red versions really look like a horde and alliance one in some fasion. Maybe those have something to do with the factions!

Comment by Severage

on 2013-02-22T04:52:50-06:00

So...Frost DKs who top all meters in Melee classes are getting buffed like nuts...

And Shadow Priests who are weak in single-target, only useful for healing utility and multi-DoTing, can't even get more than 5% in Shadowform.

GC, I know Spriests are good in PvP, but do you really have to bench us in PvE just because we do so well in PvP?

Comment by Hyooga

on 2013-02-22T05:37:10-06:00

So, at first i've seen the DK damage buffs, and i thought "oh that's great! But they should've buffed unholy alot more,since no one uses it at all because of the weak damage and hard-to-pull burst...but i used frost since 3.0 so i dont really care".Then i've seen the arcane mage debuffs and those are pretty welcomed too, since they top pve meters with ease. BUT arcane sucks in pvp! It's not viable at all because of the poor utility, while frost has TOO MUCH utility ,i'm a little bit confused by this, but my thought is that since mages have 3 dps specs you want them to have to switch from frost for pvp to fire/arcane for pve, and that's kinda reasonable but doesnt it kill the player ability to make a choice on HOW he/she wants to play? I guess that's up to you,each class has it's own flavour.

Mind Blast debuff! FINALLY!I guess it will still own people,but at least i dont have to expect half of my life to suddenly disappear because of it.

Then i've seen rogues are buffed, hunters are buffed...and...WARLOCKS ARE BUFFED? WHAT?I don't know what is blizz thinking, but warlocks already do ALOT of damage.Touch Of Chaos expecially, allows them to move away from the enemy, use their utility and stuff, buffing that means they will be able to dish out even more damage while having a big damage reduction buff and the possibilty to use all the utility they need to stop their enemy from...well...playing. Fear is scary.(which is pretty much what frost mages do in 5.1 but if i recall correctly you already nerfed them for 5.2)

A problem i'm seeing alot is Elemental shamans and Ret paladins PVP.EShamans are very hard to use. Yes they can @#$% you up in a matter of seconds with their burst, but really their utility is horrible. They need to put down a totem to slow people, put down a totem to stun people,put down a totem to buff their damage,and all of that kills their own damage because if they stop putting totems and generally use utility they just die.

Ret paladins are ...well...%^&*ed up. Really they dont make any sense at all. I don't understand how is a ret paladin supposed to play.They can use BOTH damage and utility at the same time, also they can heal themselves for quite alot, and their utility is really good.But to make up for that you gave them poor damage. A ret paladin CANNOT outdamage heals. Not even on an afk druid.Does that mean you want ret paladins to be the "support" class in pvp? Wasnt Spriest supposed to fill that role ?Let's talk about flavour.When i play a ret paladin i expect to be an unshakable,relentless force of retribution that wont stop before anything to get justice done!And then i find myself tembling in fear for 8 seconds like a little pussy.When i pop my burst and i have angel wings, an angelic guardian and THE ASHBRINGER in my hands, i expect to play like fiercely, faster, i expect to be like a boss (which i what most classes feel like when they pop their cds).But alas, i feel like being the guy that puts his everything into something and fails,and even if i succed it feels like it wasnt "good enough", not satisfying. Disappointing.

Anyway that's just what i think, JUST SAYIN' BRAH!A little something to think about.

Comment by DELDiggasson

on 2013-02-22T06:07:29-06:00

I don't care what anyone else says. Those mounts looks awesome!

Comment by Chanklee

on 2013-02-22T11:13:19-06:00

Hyooga, wht your saying doesnt make sence for !@#$. If your a pally, and you cant do dmg, then you really suck at it. Pally's have insane burst if played correctly. And as im not that into pve, i'm talking bout PvP. Ret's arent overpowerd (like they always have been in arena), and suddenly every pally starts shouting that they suck. This is in fact pure non sence. They are less good then they have been, but if played right, they do insane amounts of damage.

Comment by lankybrit

on 2013-02-22T11:34:56-06:00

I thought they were buffing Mind Blast, but they nerfed it instead? Really?

Cheers.

Comment by DKong27

on 2013-02-22T12:22:17-06:00

You get a buff! You get a buff! You get a buff! Everyone gets a buff!

Last few PTR builds have been full of damage increases all over the place.

Comment by Severage

on 2013-02-22T19:55:43-06:00

I thought they were buffing Mind Blast, but they nerfed it instead? Really?

Cheers.

As usual, Blizzard is having issues balancing PvP and PvE. While Shadow Priests definitely could've used a mind blast buff, since its CD is too long or damage is too low to compete with other casters' single-target DPS, it does a lot of instant damage in PvP.

Honestly, I like to PvP, but I don't do it very often and I only play random BGs or 2's. I don't want to sacrifice my class's raid desire, and Power Word: Fortitude is becoming utterly useless with Warlock's DI as well. It's going to be hard to raid in 5.2...nobody will even want Spriests anymore...

Comment by freebird33

on 2013-02-23T18:29:36-06:00

are vthey @#$%ting thery nerfing mages sagain

ret pally csan do good dps since when and what planet

mm hunters are rubbish bm all the way

Comment by elionor

on 2013-02-24T21:18:08-06:00

wow a pandaria flyer thats not a serpent so they do exist (red flying disk JC and engineering mounts dont count)

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